CHARACTER:The
Guvners are backwards! they say we're all governed by laws,
but it ain't the case. In fact, laws are things created by
people, not things that create people. the Modrons
understand this, all their law comes form an overlord. So is
it with us. We create and follow the laws, and those who can
create more laws are less restricted by laws. IT's tough for
a berk to understand, but you'll get it eventually. Oh, and
by the way, welcome to the Swarm. You own me 2 coppers for
my time. Why? Because it's the law!

RULER:The
official ruler of Right To Rule is called the Lawmaker, a
position currently held by Hijarr Liefinder (Planar / male
tiefling / M16 / Legislate / LN). The longest office holder
in Right to Rule's recorded history, Hijarr has shown
incredible competence in his 85 years of reign, as well as
unshakable drive. His will, which is strong even in his old
age, is the one thing that keeps him in power.

BEHIND
THE THRONE:Because
anyone can rule this burg in time (see below), nothing is
quite certain. The families of Distinction all have a
shot at holding the seat of Lawmaker, but seven families
are nearly tied as best bets. They are named Goaldcut,
Tiebbynd, Laexicon, Ilnott, Yrontil, Klorskip, and
Oarder. Their occupations (and the areas over which they
hold authority) are the minting of currency, the
contractual legal system, the collection of knowledge,
medicine and public health, zoning in the city,
entertainment, and trading, respectively. All save
Laexicon (a Guvner family) are loyal to the
Legislate.

DESCRIPTION:Right
To Rule is considered an aberration in Mechanus, and
slips into Acheron or Arcadia at least once a century,
though it always comes back to Mechanus in the end. Set
on a large circular cog, the city is arranged much like a
nautilus shell, with five districts. The largest coils
around 2/3 of the cog's perimeter, and the next four,
which get progressively small, coil around the shaft at
the centre of the gear. The city is very large, and is
home to over 50,000 people.

The
largest district is called Unity. In Unity, the zoning
laws (perhaps the single most important aspect of Right
To Rule, for reason that quickly become clear) are very
strict. All houses must be of exactly the same size and
shape, and all streets must run at regular intervals and
be parallel to one another. It is quite literally
impossible to tell one part of Unity from any other. The
city runs all the way up to the edge of the gear, with no
space wasted. People here have little identity and little
will, and form the backbone of the city's working class.
Unity is often called Simplicity by it's inhabitants, who
value the simple, predictable nature of their lives.
Because they lack any real identity and acts as one,
detractors call Unity the Swarm.

Lying
inside a wall which separates the other sections form
Unity (and each other), is the second district, called
Conformity. Here, the houses are as rigidly organises as
they were in Unity, but are a bit larger. However, the
district is divided into a number of section, called
blocks which have streets running at different angles
from other blocks. Also, there is moderate variation in
buildings in different blocks. Those inhabiting each
block tend to have a similar outlook, but two separate
blocks can have very different ideas. those who insult
the secular nature of Conformity call it Cliques, but the
natives prefer calling it Community.

In
the next, smaller section is Cooperation, where the basic
zoning laws being to break down. There are only vaguely
defined streets, and buildings vary wildly in shape and
size (though most are larger than those in Conformity).
Opinions are as varied as architecture, and the district
is a teeming morass of constantly shifting small interest
groups, made up of like-minded individuals. The most
habitable of the districts, those who enjoy the lifestyle
of Cooperation call it Creativity, but those who crave
more (or less)power usually call it Mishmash.

The
fourth district, made of the the noble houses, is called
Distinction. Here, no laws really apply to each noble
manor, which exists separately from all others. Each
manor houses a family of very similar people, who are in
fierce competition with the other noble houses for power.
This is an area of intrigue and politics, with little
alliance outside of one's own house. The nobles enjoy
their relative freedom, and call their district Freedom
as a result. Many others call is Separation, because they
find the noble houses to conflicting.

Finally,
the fifth and smallest district, called Individuality,
holds the palace of the Lawmaker. Here, the Lawmaker and
his family, who seem like near-clones of their patron in
mindset, run the rest of Right to Rule. Many look up to
the impartial district and call it Independence, the
truest measure of freedom. Others, who prefer the feeling
of community granted by other people, call it
Solitude.

The
dark of all this is simple: your rank in society and thus
the location of your home int he city is determined
entirely by your capacity to make laws. The Swarm has no
real power, though the entire city relies on it's sheer
population for its military and its labour. When a person
becomes trusted enough by the multitudes of Simplicity,
he wakes up to find himself in a block of Conformity
which matches his mindset. From there, he must gain the
right to represent his peers well enough to speak for
them all, and thus make laws on their behalf, allowing
him to pass into Cooperation. The noble houses of
Distinction are all tightly allied groups of very similar
law-makers who hold power over all but other noble houses
and Individuality. The Lawmaker rules over all as the
ultimate representative. It is possible to regress
backwards in this process, as a person looses the trust
of those below him. The tower must have a base to stand
on, if you will.

Thus:
each district, collectively, can impose general law on
all districts below it. The Lawmaker makes general laws
that affect all districts but his own. The noble houses
are the high authorities for the various necessary
functions of the burg (other, less powerful noble houses
focus on military matters, law enforcement, etc.
Interestingly, agriculture is never a noble house's major
faculty, because a native of the burg requires no food
while on that cog). The Mishmash acts ad the middle men
to Cliques, and they to the Swarm. Thus, though focused
more on the individual, the city is still primarily one
of Law.

The
major export of Right To Rule is the Legislate. A sect
that dominates Right To Rule, it has not caught on
elsewhere (mainly because of the Guvner monopoly on Sigil
and the homebound nature of the sect), but its presence
is well known. Historically, the factol of the Legislate
has always been Right To Rule's Lawmaker.

Overall,
Right To Rule's nature is determined by the district you
are in. In Simplicity, one can get easily lost, but any
major service you require isn't far away. In Conformity,
life is a struggle of who is the major clique.
Cooperation sports a lively, active intellectual climate,
since all the residents know well that, if they let
themselves become stupid, sloppy, or disrespected they
risk sliding back into Cliques. Separation is almost
vindictively lawful, with more emotions than any other
district. Solitude has the aura of peace coming from
absolute power that makes it relaxing, but the Lawmaker
can never rest, as he must maintain his position
vigorously or fall in station.

Interestingly,
all newcomers must live in Unity. this is not a law, but
a fact. No matter what precautions are taken, the person
will shortly find themselves in a small building in
Simplicity. You have to work for power in Right to
Rule.

MILITIA:Most
of Right To Rule's army is composed of Swarm minutemen.
Because invaders are only really a problem when the city
shifts to another plane (at which point, the military
noble house often leaps to Lawmaker). These minutemen are
lead by elite infantry from Conformity, supplemented by
crack surgical strike teams from Cooperation, and led by
generals from Distinction.

Breaking
the laws of Right To Rule are dangerous, but not nearly
as much as in the rest of Mechanus. Since the locals
usually follow the rules anyway, there is little need for
patrols of policemen. Outsiders who are caught breaking
rules are given three chances. First, they are given a
warning. Then, they are incurred an incredible fine
(usually more than a body has) and forced to work as
members of the Swarm or a slated period of time
(effectively erasing all power a local had). The third
offence is death or, under special circumstances, exile.
Severe crimes, including murder, arson, treason, and
magically charming a person to affect the laws all result
in either death or exile.

SERVICES:Right
To Rule has a number of services. First off, as a large
city, any number of specialty services are offered to
those who work to find them (Cooperation is almost always
their location). Right To Rule is known for two things
more than most burgs, however: The Legislate and
magic.

The
Legislate fills every corner of the burg, and is almost a
requirement for rising in the city's districts. For each
rank achieved in the sect, the sector must return to
Right To Rule to register. Thus, as the greatest base of
power in the Legislate, Right To Rule is often synonymous
with the sect.

As
for magic, the Laexicon family has risen remarkably to
the rank of noble house, largely on the basis of it's
magical resources. A family of magi, the House has
provided and continues to provide law-based magic to the
city and to interested parties. While the vast majority
of Necromancy and some Enchantment magic is outlawed,
most everything else is not, and Laexicon both buys and
sells magic relating to law in some manner.

LOCAL
NEWS:The
Legislate has recently made a powerful (if surprising)
ally: the Fated. Though the two are very different, both
feel that the strong (though what is strength varies
between the groups) get what they want and hold what they
can. This has disturbed the Guvners, who regularly find
themselves against the Fated by alliance (the Hardheads
do NOT like the Fated). The presence of a potentially
chaotic presence on Mechanus is also disturbing to
them.

Perhaps
the cause or perhaps the result, the Laexicon family is
becoming far more active in its field than it had been in
the past. With Hijarr slowly succumbing to age, the city
is ripe for a power struggle, and Laexicon is as likely a
winner as any other noble house. But a Guvner Lawmaker
spells problems for the Legislate. After all, does that
make the Guvners the leaders of the Legislate? Or,
because of the different allegiance, will the position of
Lawmaker fall to a noble house, and if so which one?
These vexing problems, compounded by the inexperience to
current population (which is mostly human and was not
alive when Hiljarr became Lawmaker) in these matters, is
causing paranoia to ripple through the town. While the
Laexicon family still holds the will of the people, other
Guvners are being persecuted as spies, and at least three
were exiled in the last week. Laexicon has petitioned
Tiebbynd to try to outlaw this type of behaviour, but
they are resisting because of the faction/sect conflict.
One thing is certain: the children of Right To Rule will
live in interesting times.

The
LegislateThe Ruled, Fickle
Judges

SECT
PHILOSOPHY:People
make laws, and we are people. We make laws. Belief is
power, and no law is truly fixed, even the ridiculous
Great Axioms of the Guvners. If enough people believe it,
the law changes.

We
are law-makers. We respect the law as a general concept,
if it's just, but unjust laws are simply to be thought
out of existence. We control the multiverse, we conscious
beings. It is the purpose of the Legislate to be the
driving force in the establishment of laws that span all
societies. If those laws become corrupt, they can
eliminated with a thought. Thus do we offer power, for
good or ill.

Yes, both. He who makes the laws
can make himself immune to the laws. Why find a loophole
when you can negate a law completely? The greatest power
is not knowing how to get around the rules, but to get
rid of them! Thus a body could do the greatest good to
other beings, granting them with boons. A body could
perform the vilest of evils, but the good will always
cancel them out, so that's not a risk.

We already can affect laws, make
laws, and interpret laws. Join us, make yourself
powerful, and make us powerful. United, we will bring all
law to its knees and remake it in a just
frame!

Oh,
yes there is a price. Your superiors know more than you,
right? And they speak for more people. Thus, they are
better examples of law than you are. So you have to do
what they say. But not to worry! Our laws, set down by
the Lawmaker himself, forbids the abuse of power in this
way.

Relax.
Soon you'll be sculpting the laws like clay.

PRIMARY
PLANE
OF INFLUENCE:Mechanus
- there are the laws the most obvious (at least to the
natives), the thus best studies. Not to mention the
Sect's hometown is Right To Rule, planted squarely in the
cogs of the Clockwork Universe.

ALLIES
AND ENEMIES:The
Signers see eye to eye with the Legislates, Both agree
that that the universe is a realm of the mind, and that
is can be shaped. The difference, of course, is that the
Signers believe it all comes from a single person, while
the Legislate believe it comes from the collective of
humanity. The Order of Planes-Militant and the Guardians
agree in reshaping the multiverse in a better image.
Recently, the Fated, who share the belief that the strong
make the multiverse work the way they want, have thrown
their lot in with the Legislate. It is said that, as an
act of goodwill, a number of Legislate record-keepers
work in the Hall of Records.

Sigil's
lawful triad (the Harmonium, the Mercykillers, and the
Guvners) all find themselves against the Legislate. All
three don't appreciate the concept that law is mutable
and should be changed with time. The Mercykillers and
Guvners are particularly firm on this point. The
Harmonium more are worried by the Order of
Planes-Militant and the Fated allying themselves
with the Legislate. The Anarchists, who see law as
something to be destroyed and not changed, the Free
league, who hate any kind of high-ups, and the
Xaositects, who don t believe in law at all, are all
opposed to the Legislate. The Bleak Cabal, who opposes
any kind of meaning, invented or not, is false, does not
trust the Legislate either.

ELIGIBILITY:All
races and classes are allowed (after alignment
considerations), but a Legislate cannot be chaotic. A
basic requirement is a belief in the existence of law and
it's relative importance. Further, a Wisdom of 8 is
considered the minimum required, to understand the
implications of law.

BENEFITS:Benefits,
as with the factions, range over rank. Namers get a +1 to
all die rolls directly connected with the orders of a
superior. Factotums can use Know Customs (ToM) once per
day, able to intuit the laws of any area instantly. At
factor level, a Legislate can actually alter natural laws
once per day, capable of adjusting any one die roll by as
much as +3 to -3. Only a single roll can be adjusted this
way. Examples include (but are not limited to)in a single
reaction check, a single attack, or a single proficiency
check.

The
factol (who has always been the Lawmaker of Right To
Rule) can, once per hour, create or negate any one law
for a round. This incredibly powerful will-based power
requires a full-round of concentration, and can have to
permanent effects. Examples include: willing that a
damaged bridge is strong enough to allow a person to
cross willing any person invulnerable to physical damage
for that round willing into existence, for that single
round, an object of any kind. The laws of the multiverse
can only be changed within a mile of the factol, and he
must have line or sight. This power makes the factol
remarkably powerful, and no Legislate factol has ever
been assassinated (not for lack of trying). In addition
to the above powers, all Legislates can give orders to
Legislates of lower rank, when they have the permission
of those of a high rank. For this purpose, the Lawmaker's
house counts as factol, granting factors permission to
use sect members for various projects.

RESTRICTIONS:If
given permission by a high-up, any Legislate of lower
rank must follow the orders of a Legislate of higher
rank. By an innate power possessed by all sect members
those ordered always know if their superior has
permission to. Sect membership takes precedence over
other activities. Further, to rise in rank, sect members
must return to Right To Rule and register, a process that
takes over a month.